#version 460 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;

out vec2 TexCoords;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    TexCoords = aTexCoords;    
    gl_Position = projection * view * model * vec4(aPos, 1.0);
    //  gl_Position = vec4(aPos, 1.0);
}

// #version 330 core
// layout (location = 0) in vec3 aPos;
// void main()
// {
//     gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
// }